• 제목/요약/키워드: game and grade

검색결과 127건 처리시간 0.026초

아동의 생활시간과 놀이시간 양태 연구: 방과 후 보호자 유무에 따른 비교 (Analysis on the Hours of Living and Playtime of Children Depending on the Existence of a Protector After School)

  • 김지희
    • 대한가정학회지
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    • 제50권8호
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    • pp.13-19
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    • 2012
  • The present study explored the hours of living and playtime depending on existence of caregiver after school using the data from the Korean Children and Youth Panel Survey7071. KCYPS date collected on 1th, 4th and 7th grade children and their caregivers. The hours of living was categorized into sleeping, learning, reading and play times. Playtime was sub-categorized into time for using playing the computer/games, watching TV/DVD and playing with peer groups. The present study has shown that children in the fourth grade spent more time on learning, whereas reading children in the seventh grade spent more time on playing compared to those in other grades during the weekdays. Also, children in higher grades spent more time playing both on the weekdays and on the weekends. Students of all grades spent more time watching TV/DVD compared to other activities during the weekdays and the weekends. Children with a caregiver spent more time on learning and spent less time playing computer/game, watching TV/DVD and playing with peer groups than children without caregivers. As students moved up a grade, these results clearly appeared. Considering the results in this study, the allocation of hours of living and playtime of children altered depending on the existence of a caregivers.

청소년의 흡연행동과 비행과의 관계분석 (The Analysis on the Relation between Smoking Behavior and Delinquent of Boys' High School Students)

  • 고정자
    • 대한가정학회지
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    • 제30권1호
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    • pp.311-324
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    • 1992
  • The purpose of this study is to take precautions against smoking behavior and delinquent by investigating the relation between smoking behavior and delinquent, analysing variables influence smoking behavior and delinquent. For the data set 1522 boys' high school students living in Pusan were chosen. The data were analyzed with the SPSS PC+ statistical package using Pearson's correlation and multiple regression. The main results are as follows: First, the rate of smoking is 39.4% among 1522 boys' high school students. First grade is 22.0%. Second grade is 44.5%. Third grade is 53.4%. Second, Delinquent experiences are in the order of going to game room(92.7%), drinking(89.4%), going to the prohibited movies(74.2%), thief(39.8%), going to discotheque(32.8%), kiss(29.8%). Third, smoking behavior and delinquent have positive correlationship. Forth, among the independent variables, grade, scholastic attainments, pocket-money, relegion, intimate friend's smoking, number of smoking friend, number of smoking family, family's thought on smoking have influence on smoking behavior. Fifth, among the sociopopulational variables, pocket money, scholastic attainments, club have influence on delinquent experience. Among enviornmental variables, intimate friend's smoking, number of smoking friend, girl friend, girl friend's smoking have influence on delinquent experience. Number of smoking family, parents' smoking, sibling's smoking, family's thought on smoking have partially influence on delinquent experience.

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게임물 등급 제도의 문제점과 개선방안 모색 - IARC 가입국을 중심으로 (Problems and Improvement of Game Rating System - Focused on IARC member Countries)

  • 김대욱
    • 문화기술의 융합
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    • 제5권2호
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    • pp.321-327
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    • 2019
  • 본 연구는 우리나라 게임물 등급 제도의 변천을 알아보고, IARC 게임물 등급 심의 시대에 맞아 문제점과 개선방안을 모색하는 데 목적이 있다. IARC는 국제등급분류연합으로, 전세계 6개 기구 37개국이 가입되어 있다. 또한, IARC는 참여 스토어 프론트에게 게임 등급 심의의 자율권을 부여하고 있다. 우리나라의 게임물 심의 방법은 등급분류제도에 의한 직접 심의와 IARC 자체등급분류제도에 의한 위임 심의로 진행되고 있다. 게임물 등급 제도의 문제점으로 민간이 주체가 된다는 점과 설문지에 의존한다는 점, 자체등급분류제도에 의한 부작용을 들 수 있다. 게임물 등급 제도 개선 방안으로 IARC 가이드라인을 구축하는 것, 게임 개발자에 대한 페널티 및 등급 심의에 대한 교육, 참여 프론트 스토어 관리를 제안할 수 있다. 결론적으로, 오픈마켓에게 등급 심의 권한을 위임하는 것은 위험할 수 있어, 정부와 업계, 게임 개발자, 이용자, 미성년 게이머의 부모들을 포함한 등급 심의 토론의 장을 구성하여, IARC 기준을 활용하여 우리나라의 현실에 맞는 게임물 등급 제도를 만들어나가야 할 것이다.

아동의 개인, 가족 변인 및 학교적응과 공격성의 관계 (Relationships between Children's Aggression and the Variables as Individual, Family, and School Adjustment)

  • 이경님
    • 한국생활과학회지
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    • 제15권1호
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    • pp.31-44
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    • 2006
  • This study examined relationships between children's aggression and the variables such as individual, family, and school adjustment. For this study, individual variables included age, self-esteem, and game-addiction tendency. Family variables included mother's controlling parenting, child-abuse, parents' marital conflict. As for school adjustment, teacher relations, peer relations, classroom and rule adjustment in school were examined. The sample consisted of 642 children of the fifth and sixth grade in Busan. Statistics and methods used for data analysis included frequency, percentage, Cronbach's alpha, factor analysis, two-way Anova, Pearson's correlation, and Hierarchical Regression. Several major results were found from the analysis: First, boys' aggression was higher than girls'. But no age difference was found in children's aggression. Second, game-addiction tendency had a positive correlation with children's aggression. In addition, self-esteem had a negative correlation with boys' aggression. Third, mother's controlling parenting had a positive correlation with children's aggression. Child abuse had a positive correlation with boys' aggression, and parents' marital conflict with girls' aggression. Fourth, teacher relations, peer relations, classroom and rule adjustment in school had a negative correlation with boys' aggression. In addition, rule adjustment in school had a negative correlation with girls' aggression. Fifth, game-addiction tendency, rule adjustment in school, self-esteem, mother's controlling parenting and teacher relations in school were important variables predicting boys' aggression. On the other hand, game-addiction tendency and rule adjustment in school were important variables predicting girls' aggression.

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신체활동 중재가 초등학생의 비만 및 대사증후군 위험인자와 스마트폰 게임 참여 시간에 미치는 영향 (Effects of Physical Activity Intervention on Obesity and Metabolic Syndrome Risk Factors and Smartphone Game Time in Children)

  • 사석은;김원현;김용근;이지영
    • 디지털융복합연구
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    • 제14권4호
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    • pp.479-486
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    • 2016
  • 본 연구는 초등학교 5학년 남학생을 대상으로 12주 신체활동 중재가 비만 및 대사증후군 위험인자와 스마트폰 게임 참여에 미치는 영향을 검증하였다. 연구대상자는 초등학교 5학년 남학생 27명으로 실험군 16명, 대조군 11명으로 나누어 실시하였다. 신체활동 중재는 런닝과 줄넘기를 1일 60분, 주당 3회 실시하였고, 운동 강도는 50%에서 시작하여 70%까지 증가시켰다. 집단간 통계적 검증은 이원변량분석(two-way RM ANOVA)을 실시하였다. 연구결과, 비만과 대사증후군 지표, 스마트폰 게임 참여시간에 있어 신체활동 중재에 여부에 따라 유의한 상호작용 효과를 나타났다. 결론적으로 12주 신체활동 중재는 비만을 비롯한 대사증후군에 긍정적인 개선효과를 가짐과 동시에 부가적으로 스마트폰 게임 참여와 같은 부정적인 생활습관을 개선하는 효과를 가지는 것으로 사료된다.

아동의 전자게임 사용 실태 (A Study of Video and Computer Game Usage and Attitudes among Children)

  • 공인숙
    • 가정과삶의질연구
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    • 제20권3호
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    • pp.63-71
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    • 2002
  • This study is an investigation of children's video and computer games usage. The respondents included 286 third and fourth grade children, of whom 152 were boys and 134 were girls. The participants were selected from a pair of elementary schools in Seoul. The instruments used consisted of children's self-reported computer game use and their evaluations of the video and computer games. I employed frequencies, percentiles, means, Chi-squares, 1-tests, one-way ANOVA, and the Scheffe Test. Ninety-five percent of the children interviewed reported having played video and computer games. Among these children, most reported that they played the games 2 to 3 times per week for 112 to 1 hour each time. The most common reasons given for playing was 'fun'. The most popularly played games included themes of action, adventure, violence, and competition. There was a significant gender difference in playing and usage. Boys played games longer than the girls. Boys played the games with their friends while the girls played the games with their siblings. Children who played these games longer perceived themselves to be faster, more attentive, and more stable than children who played for a shorter period of time.

수학 영재학생의 개방형 문제 해결 사례 분석 (An Analysis on Open-ended Problem Solving of Gifted Students)

  • 최수아;강홍재
    • East Asian mathematical journal
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    • 제32권4호
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    • pp.545-563
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    • 2016
  • The aim of this study was to observe processes and implication to a given program for the 20 gifted children grade 5 by making the number from 1 to 100 with natural numbers 4,4,9 and 9. Revelation of creativity, mathematical tendency of students and meaningful responses were observed by the qualitative records of this game activity and the analysis of result. The major result of a study is as follows: The mathematical creativities of students were revealed and developed by this activity. And the mathematical attitude were changed and developed, so student could actively participate. And students could experience collaborative and social composition learning by presentations and discussion, competition with a permissive atmosphere and open-game rule. It was meaningful that mathematical ideas (negative number, square root, factorial, [x]: the largest integer not greater than x, absolute value, percent, exponent, logarithm etc.) were suggested and motivated by students themselves.

데이터마이닝을 이용한 청소년 유해업소 출입경험에 영향을 주는 요인 (Characterizing Patterns of Experience of Harmful Shops among Adolescents Using Decision Tree Models)

  • 손애리
    • 보건교육건강증진학회지
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    • 제31권3호
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    • pp.15-26
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    • 2014
  • Objective: This study was conducted in order to explore the predictive model of the experience of harmful shops in middle and high school students. Methods: The survey was conducted using a self-administered questionnaire method online via the homepage of the education ministry's student health information center. Participants were 1,888 middle school students and 1,563 high school students from 107 schools in Korea. The collected data were processed using the SPSS classification trees 18.0 program and examined using data mining decision tree model. Results: In this study, 6.9% of all subjects were found to have been to sex industry harmful place and 81.8% game place. The results revealed that smoking, living with parents, and school grade were significant predictors for experience of sex industry harmful place. The perception of study disrupts, drinking, living with parents, stress, and satisfaction of school life were significant predictors for experience of game harmful place. Conclusions: These results suggest that an educational approach should be developed by tailored conditions to prevent the access to harmful shops.

인터넷 사용유형에 따른 청소년의 사회성과 자기효능감 (Social Development and Self-Efficacy on Use of the Internet in Adolescence)

  • 안선정;최보가
    • 아동학회지
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    • 제29권1호
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    • pp.33-48
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    • 2008
  • This study analyzed social development and self-efficacy in use of internet in adolescents. Subjects were 510 7th, 8th, 10th, and 11th grade students in Daegu. Instruments were the modified Activities Questionnaire for Students (Heitner & Erica, 2(02), the Personality Inventory for Youth (Heitner & Erica, 2002) and the Self-Efficacy Scale (Song, 1998). Findings were that (1) male students use more synchronous (multi-game) but female students use more asynchronous (e-mail) and asocial (web-surfing) internet activity. (2) Synchronous social internet (multi-game) users were more social and more efficient than asynchronous (e-mail) and asocial (web-surfing) internet users.

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아동의 전자게임 활동이 시각적 병행처리에 미치는 영향 (The Effects of Playing Video Games on Children's Visual Parallel Processing)

  • 김숙현;최경숙
    • 아동학회지
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    • 제20권3호
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    • pp.231-244
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    • 1999
  • This study examined the effects of short and long term playing of video gamer on children's visual parallel processing. All of the 64 fourth grade subjects were above average in IQ. They were classified into high and low video game users. Instruments were a visual parallel processing task consisting of imagery integration items, computers, and the arcade video game, Pac-Man. Subjects were pre-tested with a visual parallel processing task. After one week, the experimental group played video games for 15 minutes, but the control group didn't play. Immediately following this, all children were post-tested by the same task used on the pretest. The data was analyzed by ANCOVA and repeated measures ANOVA. The results showed that relaying short-term video games improved visual parallel processing and that long term experience with video games also affected visual parallel processing. there were no differences between high and low users in visual parallel processing after playing short term video games.

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